Path: chuka.playstation.co.uk!news From: gil@snsys.com (Gil Jaysmith) Newsgroups: scea.yaroze.freetalk Subject: Re: C versus C++ Date: Mon, 19 Jan 1998 11:15:58 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 13 Message-ID: <34c33527.852132@www-s.playstation.co.uk> References: <69cmja$7pn1@emeka.playstation.co.uk> <34b9e34f.14105854@news.scea.sony.com> <34BF10FF.13D7@bc.sympatico.ca> <34C293DF.6237DFF6@forefront.com.au> NNTP-Posting-Host: trish.snsys.com X-Newsreader: Forte Free Agent 1.11/32.235 On Mon, 19 Jan 1998 10:44:31 +1100, Toby Sargeant wrote: >Current wisdom seems to be that the GCC codegen is really rather tight. The per-function code generation of GCC is okay (provided you have lots of virtual memory). It's got bugger-all cross-function optimisation and the code motion isn't up to much. It also sometimes doesn't reoptimise the assembly if it breaks up single insns into multiple ones in the hope that it can then peephole subsequent instructions and weave them in; it should reform the original instruction. This happens primarily with 32-bit register loads. - Gil